Jump to content

Recommended Posts

Posted

Hi there I've been playing the game for quite a while and I just recently decided to update my mods and add more as well I don't know how to check what's wrong, 

I need help if you please, My game runs fine but when looking for a certain item and I'm just looking for it in creative or in the Handbook it crashes I tried taking off some mods but the problem still persists 

Running on 64 bit Windows 10.0.19045.0 with 32684 MB RAM
Game Version: v1.19.8 (Stable)
12/17/2024 2:24:34 PM: Critical error occurred
Loaded Mods: aculinaryartillery@1.2.1, bettertraders@0.0.7, chiseltools@1.12.11, geodesandgemstones@1.2.1, pickuplootvessel@1.0.0, primitivesurvival@3.6.5, proximityprospectingpick@1.0.2, usefuldrifterloot@1.1.0, vichnybackpack@1.1.2, game@1.19.8, betterruins@0.3.9, commonlib@2.5.0-rc.2, expandedfoods@1.7.2, herbarium@1.3.0, Just_Light_Jars@2.0.1, mobsradar@2.1.1, oldmap@1.0.0, strspawnchances@0.1.6, creative@1.19.8, survival@1.19.8, stonequarry@3.3.1, wildcraftfruit@1.2.2
System.ArgumentNullException: Value cannot be null. (Parameter 'Unable to find a texture for texture code 'water_bucket' in BlockBucket. Giving up. Sorry.')
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElement(Int32 indexForLogging, MeshData meshdata, ShapeElement element, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 394
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShapeElements(MeshData meshdata, ShapeElement[] elements, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 306
   at Vintagestory.Client.NoObf.ShapeTesselator.TesselateShape(Shape shapeBase, MeshData& modeldata, Vec3f wholeMeshRotation, Vec3f wholeMeshOffset, Single wholeMeshScale, TesselationMetaData meta) in VintagestoryLib\Client\Render\Tesselation\ShapeTesselator.cs:line 302
   at Vintagestory.GameContent.BlockLiquidContainerTopOpened.GenMesh(ICoreClientAPI capi, ItemStack contentStack, BlockPos forBlockPos) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerTopOpened.cs:line 153
   at Vintagestory.GameContent.BlockLiquidContainerTopOpened.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo) in VSSurvivalMod\Systems\Liquid\BlockLiquidContainerTopOpened.cs:line 70
   at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 315
   at Vintagestory.Client.NoObf.InventoryItemRenderer.RenderItemstackToGui(ItemSlot inSlot, Double posX, Double posY, Double posZ, Single size, Int32 color, Single dt, Boolean shading, Boolean origRotate, Boolean showStackSize) in VintagestoryLib\Client\Render\InventoryItemRenderer.cs:line 194
   at Vintagestory.API.Client.GuiElementItemSlotGridBase.RenderInteractiveElements(Single deltaTime) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Inventory\GuiElementItemSlotGridBase.cs:line 509
   at Vintagestory.API.Client.GuiComposer.Render(Single deltaTime) in VintagestoryApi\Client\UI\GuiComposer.cs:line 716
   at Vintagestory.API.Client.GuiDialog.OnRenderGUI(Single deltaTime) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 385
   at Vintagestory.Client.NoObf.GuiManager.OnRenderFrameGUI(Single deltaTime) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 318
   at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
   at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
   at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1013
   at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
   at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
   at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
   at OpenTK.Windowing.Desktop.GameWindow.Run()
   at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 324
   at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
   at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
If you can figure it out it would be helpful

Posted (edited)

The error message "Unable to find a texture for texture code 'water_bucket' in BlockBucket" implies that a mod, that changes the wooden bucket either broke or was removed/disabled (don't know your entire mod list, just the activated ones).

1 hour ago, betojacob said:

I tried taking off some mods but the problem still persists 

Have you tried deactivating all of them? If that doesn't work, do the following, in this order.

  1. Temporality remove all mods from the Mods folder.
    Spoiler

    I generally do this by simply copying and pasting the "Mods" folder, which created a "Mods - Copy" folder, going into "Mods" and deleting everything.

  2. Delete everything in the Cache folder.
  3. Start the game, load into the world and see if that fixes the problem.
  4. If it did, exit the game, move the first 9 mods into the Mods folder.
  5. Go to 3.
  6. If it did, exit the game, move the last 9 mods into the Mods folder.
  7. Go to 3.

By doing that, you quickly test all mods in groups, instead of having to restart the game every time you add a mod. If the problem occurs again, you now know in which group you can find the offending mod. From there it's a simple case of reducing the group size - or in your case due to the low number of modifications, now testing every mod alone in the offending group.

If the problem still occurs, the game files may have been corrupted, which can be fixed by reinstalling the game.

Edited by Brady_The
  • Like 1
Posted

I found the problem right away after going through the mods files on the website and the one I found was the food expanded and a culinary artillery, Also I'm going to do what you suggested cause that sounds like something that would help clean out some of my mods as well, Thank you Brady_The

  • Like 1
Posted

Just a suggestion when modfing. Always build mods and test mods on a clean install location. I'm on linux. I have a developer install that I keep vanilla and I have my "live" version I use to play. If my vanilla test is good, I move my mod into my " live" version and test again before release. This ensures a clean mod is released to the community and reduces my time fixing bugs etc 

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.